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1 Mind Control Revision 2.

5 Draft 1
These are rules that attempt to capture mind control for erotic mind control campaigns. Mind control is
now a group of skills. It is a profession, performance, and knowledge skill. These skills all have the same
function - to perform a mind control induction technique. It is intended to be weaker than spells, which
will accomplish these effects instantly at comparable or higher DC’s and for longer durations, but generally
available for all classes with rewards for specializing in the skill through feats.
Mind control is a class skill of any class with the skills knowledge arcana, religion or perform. This is by
no means exclusive, a gm may allow your character to have mc as a class skill even if they do not possess
the above skill. This document will occasionally refer to an mc statistic, which should be the ability of
the skill being rolled. It refers specifically to the ability bonus, modified by special conditions, and not the
ability score.
The fascination condition represents an entrance character. A fascinated character can have special
requests made to them with the mind control skill. There are other special conditions.
Because this is a mind control campaign, if a creature possesses an intelligence score above 6, it is no
longer immune to mind affecting abilities unless a gm specifies it. Assume such a specification is on an
individual basis. Racial saving bonuses apply only to creatures with an intelligence score below 11.
Performing mind control on a target occurs in two ways. One way is the at a person can perform
an induction. The source of the control accrues point bonuses by performing skill checks. If they have
enough skill they can also maintain a boon over the target. If a character is fascinated, they can receive
programming from a source with the mind control skill.

2 Outline of the Skill


2.1 Inductions
1. Select a mind control spell effect, based on your skill.

2. Calculate the DC you must make to induce the target

3. Begin performing an induction by making a skill check. You may continue making an induction up
to a maximum number of rounds.

4. When your induction is finished, calculate the DC of the spell effect: 10 + spell level + successful
induction rolls.

2.2 Programming
Precondition: The target is fascinated.

1. Select an effect.

2. Calculate DC needed to achieve that effect

3. Add five to your next programming check.

3 Induction
The first phase of mind control is the induction. Before the induction, the character selects a spell effect
to mimic from table 1. They ignore normal hd limits when affecting targets with mundane mind control,
some other limits apply. They select their initial induction dc from the column in table 2. Add these and

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the targets wisdom bonus to determine the induction DC. Any class feature or feat that adds points to a
willsave is also added to the induction.
They must have the ranks in mind control necessary to support an effect described in the table. During
the induction characters describe 2+ sentence inductions while rolling. They make a skill roll as part of a
full round action. Up to three of these actions are made and the induction ends on the third turn.
Performing an induction is dangerous. It takes a full round action and must be done out of combat. It
provokes an attack of opportunity and may be interrupted by the target at any time. In general however,
targets will not interrupt an induction unless they have a reason to do so and are aware of it.
At the conclusion of the induction, the target of the mind control makes a willsave based on the level
of the spell being mimicked (as though it were a bard spell). They take a bonus or penalty to the willsave
based on their initial diplomacy score, of +/- 2 for each level beyond indifferent. Computed initial will
scores are given in table 2. Unaware targets are assumed to be indifferent. If they succeed they are
unaffected.
On an unsuccessful mind control roll, the target may become aware and their diplomacy attitude is set.
They may interrupt the roll or allow the induction to continue. The duration of the mind control effect is
reduced by one, at zero rounds the effect ends instantly.
Whether the induction is successful or not the target makes a willsave against the spell effect targeting
them. The will save is 10 + bard spell level of effect + the number of successful inductions. If all induction
rolls are done successfully, the controller adds the attribute bonus of the mc skill to the will save.

3.1 Standard House Rule: Throwing induction rolls


A player can automatically fail an willsave in an induction roll. This is deliberately done to prevent
submissive oriented players from using wisdom scores as a metric of submissiveness. A player should not
have to mechanically handicap their character to be used.

3.2 Standard House Rule: High Dice Rolls


The mind control skill can exceed dice target numbers by quite a bit. If it exceeds a roll by 5 or more, you
get an additional +1 bonus to DCs. This bonus does not stack.

3.3 Example
Halley is feeling frisky, so she has her girlfriend Nassa hypnotize her. Halley’s Wisdom is 18. Her attitude
is helpful. Two natural ones are rolled and Nassa only gets one success. Halley is pretty intent on having
a good time however and throws the willsave against hypnosis.

3.4 Example 2
Nichelle wants to punch a Paladin. She decides to mind control everyone in the party with the suggestion
that they are engaging in a no-holds barred duel. There are 4 members of the party with initial diplomacy
scores hostile (the paladin) with wisdom 8 and charima 24, an unfriendly cleric with wisdom 24, a helpful
rogue with wisdom 10 and a friendly fighter with wisdom 6. Nichelle wants this to have a normal duration
so she can have nice long fight.
The initial target dc’s will will be set to 10 plus 25, 20, 10 and 5 on an individual basis. 6 points are
added due to the per target penalty. The final target DC’s are 47 for the paladin, 43 for the unhelpful
cleric, 26 for the rogue, and 19 for the fighter. Nichelle ends the induction after one successful round with
a roll of 44. She applies a +1 the DC’s of her rolls for the rogue and the fighter.

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4 Choosing Your effect
Select an effect from the table below. You may target 2 + your mc stat characters.

Table 1: Diplomacy Attitudes and Induction target Numbers


Name Required Ranks Initial DC per target penalty Duration
Hypnosis 1 0 Special 1d4
Charm Person 3 5 +2 1d4 minutes
Sow Thoughts 7 10 +5 1d4 hours
Suggestion 11 5, 10 +2 1d4 minutes, normal
Dominate Person 15 5, 10 +5 1d4 minutes, 1d4 hours

Mundane Hypnosis raises a characters attitude by one step. Unless the target has occult skill unlocks,
no telepathic link is established by these spells. This specifically effects dominate person.

Table 2: Table 2: Diplomacy Attitudes, Induction Targets, Request Targets


Attitude Induction Target Initial Will Save Request Target
Hostile 25 6 -
Unfriendly 20 8 20
Indifferent 15 10 15
Friendly 10 12 0
Helpful 5 14 -5

4.1 Example
Alexis, evil mind controller, is going to begin an induction. She has 15 ranks because she’s a 16th level
mesmerist. She goes straight for a dominate person effect.
She wants to affect two targets and dominate them, for 1d4 hours. She sets the initial DC to 10. She
then consults the diplomacy attitudes table. One target is unaware and another is hostile. She adds the
per target penalty of 5 to the DC, then adds the induction target DC’s to get her target numbers of 30
and 40.

5 Programming
5.1 Expanded Rules for the Fascinate and Dazed Condition
The fascinated condition is caused by the spell Hypnosis, the bardic class ability and a variety of other
conditions. A character that is fascinated now can be influenced by diplomacy or mc skills to perform the
following special diplomacy tasks, however there is a minimum diplomacy attitude required for each one.
Each one request is treated as a diplomacy request and raises the dc of other requests by five unless stated
otherwise. A players diplomacy attitude may be set as high or as low as desired, unless they have been
broken (beaten in combat, ) or are intimidated.
The dazed condition caries the same rules as fascinate. In addition, a character cannot interrupt an
induction on their own while dazed.

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5.2 Standard Requests
Like diplomacy, programming uses a system of requests. Add the request target from table 2 to the request
modifiers of following skills to get the DC of the request. With each request, successful or not, add 5 to
the initial dc of your next mind control roll. This penalty resets after 24 hours.
The following standard requests do not wake a subject up on a failed roll. Standard requests take
varying durations of time.

5.2.1 Lengthen Duration: 1 turn


This lengthens the duration of an effect, such as a fascinate condition or a request.

Table 3: Table 3: Possible period increases


Example Duration Turn Minutes hours 3 · hours days weeks months years
Effect Increase DC 0 0 10 15 20 25 30 50

These tests must be made in sequence and you may only lengthen the duration by 2 steps on the table
above. For a duration of zero, if it is an effect such as fascinate it ends at the end of the turn. If it is a
request it ends with the fascinated condition.

5.2.2 Deepen Trance: 1 minute


Deepening a trance raises the characters diplomacy attitude 1 step up per request. A character may be
raised to helpful. This attitude only applies during the trance.

5.2.3 Disguise Control: 1 minute


A character may be coached to be subtle about their control. For each 2 point dc increase to the check,
add 1 to the dc of sense motive checks made to recognize mind control, to a maximum penalty of 20.

5.3 Special Requests


A subject is entitled to a willsave against these requests. Add the willsave value from table 2 for their
diplomacy attitude to the mc stat and hit dice divided by five of source of the mind control. The character
who creates a device is considered the source of mind control for the purpose of this skill, when using
artificial devices. Each special request takes 3 minutes.

5.3.1 Dominate: +15


Mimic dominate person for 1d4 hours. As with induction dominate, there is no telepathic link unless the
character is an occultist.

5.3.2 Condition: +10


A character is conditioned to influence their attitude towards people or groups. The source is always
included unless they opt out. Raises the diplomacy attitude towards one group by 1 step per request,
persistent outside of trance.

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5.3.3 Weaken: 0, +5
Undermine a targets defenses. Each level of weakening gives the target a -1 modifier to will saves against
mind affecting powers and anyone using the mind control skill against them gains a +2 modifier on the
skill for 1d4 hours. Up to a -10 will, +20 skill bonus may be inflicted on the target. Effects stack between
trances. For a +5, weakening is conditional to one or more characters.

5.3.4 Trigger: Per action Triggered


Word that triggers a specific action. Treated as a normal request and lasts 24 hours. For stacking actions,
apply a +2 penalty per action stacked and use the normal action dc as appropriate. The base duration for
a trigger is 1d4 days, it may be extended to weeks for a +5 bonus, and months for a +15 bonus.

5.3.5 Trigger Trance: +10


Inflicts fascinate when said for 1d4 turns. Functions as trigger. This triggers fascination period may be
extended with a separate request.

5.3.6 Amnesia/Recall: 0-30


Also used to hide memories. At +0 removes memory of the session. A character may use the score of the
hypnosis check to recall a piece of information given while they are hypnotized at +0. Treat this as a lore
skill check otherwise, against some information the character has access to.
If a player succeeds at 5 checks or achieves rapport, willingness, or breaks the subject, they can
automatically remove the memories of the session without making a request.

5.3.7 False Memories: +5-35


As per alter memories but the information is false. This is how players recall their past lives, short of
magic.

5.3.8 Make Willing: +5


Inflict the willing status on the subject. A willing subject is readily accepting the hypnotists suggestions.
This grants the hypnotist a +10 bonus to any check to influence the subject and inflicts a -4 penalty on
the subjects will saves. The willing effect lasts for 1d4 minutes. A mc may take 10 against willing targets.
Making a character willing resets requests.

5.3.9 Unconditionally willing: +15


: A character who is unconditionally willing accepts all suggestions as though they reasonable. A character
cannot be made unconditionally willing if they are not a gmpc or they are not already willing. By using the
entire duration of the trance, an mc may take 20 on one request against an unconditionally willing target.
Useful for extending the effect of dominate. Making a character unconditionally willing resets requests.

5.3.10 Mind Break: +20


A character is broken per the effect for 24 hours. Breaking a character resets requests.

5.3.11 Reduce Requests: gm’s permission and gm’s judgement


: This resets requests. Used for handwaving long drawn out brainwashings. GM may inflict ad hoc dc
penalty.

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5.3.12 Rapport: +5 and player’s permission
Establishes a rapport between the target and the subject. You can now take 10 against mind controlling
checks against the subject.

6 Mind Broken Effect


This is inflicted by inductions or by having a characters stun or hp track depleted.
A broken character is treated 2 alignment steps more friendly for the purpose of determining the initial
attitude of the mind control skill, if broken is applied as a result of combat the opponent gains a -4 to
willsaves against mind effecting abilities and checks to induce willingness gain a +10 bonus.
If the opponent is a pc, they can choose whether or not to apply this penalty. Each alignment step and
bluff minus forfeited grants the party 5*level*checks successfully resisted xp. Broken lasts for 24 hours or
until a target rests.

7 Defending Against Mind Control


If a mind controller is detected or suspected, a subject may choose to become guarded unless they are
dazed or possess the iron will feat. Note that this is the subjects choice - inflicting the charm person effect
or a suggestion effect can still functionally disable the ability to become guarded. A subject sets their
attitude when they become guarded. They may add 1/2 their level to their willsave against effects. Player
characters may set their attitude to hostile to allow a character to refuse to be programmed.

8 Supporting Skills
The most common skills in a mind control campaign will be Bluff, Diplomacy, Disguise, Intimidate, Knowl-
edge, Perception, Sense Motive and Stealth. The diplomacy skill unlock for occult classes also has some
effects on how mind control plays out. The special uses of other skills are described below.

8.1 Bluff
Bluff to willingness: Considered a far fetched (-10) lie against sense motive.

8.2 Diplomacy
Convince to be Willing: Considered a +10 request.
Seduce with passion +0 request: Inflict the ’intimidate’ diplomacy status effect, complete with penalty
if you don’t put out.

8.3 Diplomacy - Occult Unlock


Perform Willing Mind Control: A character can be fascinated with an mc or diplomacy roll with a DC of
20+the characters will save score and prior consent. The player can then willingly take any mind control
effect of the mind control skill and the rank requirement for suggestion is waived.
The character may only be affected by mind control effect they allow to be used on them, although the
terms of that effect are up to the source of the effect, provided they have beaten the DC of the roll by 10.
Any number of willing victims may be induced. A single check is made and compared against their
individual DCs.

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8.4 Intimidate
Fear Induction: Take a -10 penalty.Target is considered to be willing.
Seduce with fear: Intimidate, only described as being sexually powerful rather than terrifying in a more
traditional sense.

8.5 Perception
Peripheral characters not being influenced by the mind controller may detect it with a perception dc 15.
A mind controller may hide their activity by making a stealth test with a -10 modifier. This roll replaces
the standard dc 15.

8.6 Sense Motive


Detect Mundane Mind Control: This is a DC 15, like detecting dominate person.

9 Feats
Name: Improved Mind Control
Requirements: Mc Skill Rank 1
Description: You can set up a calm environment for an induction. Doing so grants a +5 to the induction.
You can initiate mind control during combat. Doing so is a full round action that provokes an attack of
opportunity.

Name: Greater Mind Control


Requirements: MC Skill 3 ranks, Improved mind control
Description: You can mind control during combat without provoking an attack of opportunity. You may
take 10 on mc skill rolls in non-combat encounters.

Name: Subtle Induction


Requirements: None
Description: A character rolls their full bluff to disguise an induction or hide an induction. The dc’s to
notice a subject is controlled raise by 10, effectively canceling out minuses to a roll.

Name: Pressure Points


Requirements: 4 Ranks Mind Control, Subtle Control or class unarmed strike damage or sneak attack
damage class feature.
Description: A target gets induced by pressure points. You can render them mind controlled without
verbal components. This is next to impossible to notice and you gain a +5 to stealth checks to notice the
other character is being induced.

Name: False Awareness


Requirements: Subtle Induction
Description: A character that is mind controlled now has a bizarre pseudo-awareness. Other character
must make a DC25 sense motive check, as though they where enchanted by a charm person or other spell.
A character may use ’Subtle Suggestions’ to raise the overall dc to 35.

Name: Stage Control


Requirements: Prerequisites: 1 rank mind control skill
Description: You can perform stage mind control: You require an audience of creatures. They are aware

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you are mind controlling at least one of them. Any creature of a helpful disposition with willpower below
yours that you succeed on a bluff or sense motive test dc 15 against is automatically willing as long as the
overall mood of the audience is indifferent. You can target a crowd of creatures, the mood of the majority
of characters determines the mood of characters in the crowd. It is a DC 10+the mc stat save to leave the
crowd, +1 for every friendly creature in the crowd (up to a maximum +6 bonus)

Name: Enchanting Suggestions


Requirements: 8 Ranks, Stage Control
Description: On a successful mind control dc 15 + level of target check, you can condition the target
to respond to your presence for 1 hour. You can then make a gaze attack against them as a standard
action that does not provoke an attack of opportunity. A character that fails a DC 10+ half your hd +
your mc stat willsave becomes fascinated for 1d4 rounds. If they succeed on their save they are no longer
conditioned. The range is 30ft.
The source of the gaze may disguise using it by succeeding an opposed bluff check with a -10 penalty.
Otherwise, a character may avert their eyes per a standard gaze attack. This intense staring is somewhat
less noticeable by other characters, and do not take a -10 penalty to hide the induction is happening

Name: Insidious Inductions


Requirements: 7 Ranks in the mind control skill.
Description: You may retry mc rolls against targets within 1d4 hours if they are aware and 1d4 minutes
if they are not.

Name: Iron Will


Requirements: None
Description: In addition to the normal +2 bonus to will saving throws: Add 10 to the DC of mc skill rolls.

Name: Improved Iron Will


Requirements: Iron Will
Description: If their first save succeeds, or a mind controller fails an induction, the subject can roll a
dc20 roll to wake up immediately. If they succeed they are immune to further uses of the mind control
skill until broken in combat or through persuasion or the remainder of the day.
A character treats all successful mind control saves as though they where resisting magical effects. This
means the effect ends immediately.
A character may interrupt mind control even while dazed.

Name: Rapid Induction


Requirements: 2 Ranks
Description: You can use the mind control skill as a standard action. This synergizes with improved
mind control to allow faster combat checks, though it still provokes an attack of opportunity.

Name: Lightning Induction


Requirements: 6 MC Ranks
Description: You use mc as a single action. This benefit extends to mind control combat checks (given
through improved mind control). A character cannot lengthen lightning inductions, and cannot apply
bonuses to it through other feats. If a character has the rapid induction feat they gain a +3 bonus from
beating rolls by five, rather than the normal +1. A lightning induction happens so fast that even an aware
target cannot become guarded.

Name: Powerful Induction


Requirements: 8 mc ranks

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Description: You can now make powerful inductions. If you increase the induction target by 5, you gain
a +1 bonus to the benefit of a successful induction roll. This means that the minimum you can gain is
from one successful induction +2 and the maximum is +7.

Name: Dominating Induction


Requirements: 15 ranks mc
Description: Targets of powerful inductions are now considered friendly or better for the purpose of
determining their initial checks. A controller can waive this benefit to gain a +1 to the benefit of each
gained bonus to the induction dc. This means that the minimum bonus from one successful check is 3,
and the maximum possible is 11.

Name: Hold Attention


Requirements: Prerequisites: MC Skill Ranks 10
Description: Your character can maintain an induction for a duration equal to the higher of their wisdom
modifier, their mind control skill statistic, or 3. The maximum bonus that can be conferred from a long
induction is 11, even if other skills increase the power of individual rolls.

10 Errata
10.1 Peer Pressure
For each target friendly or better participating in or verbally supporting an induction, the source gains +2
to their roll, to a maximum of +10.

10.2 Multiple MC Skills


Ranks do not stack between MC skills, you should only take a single mc skill. There is no benefit from
taking multiple mc skills.

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